Grim Dawn vs Diablo 2 "discussion"

I finally put my finger on why diablo 2 was great and this game blows. The developers actually made a decent attempt with titan quest but it was fatally flawed. and they repeated the same basic poor design choice in grim dawn. both TQ and GD have boss fights that are slogfests and most everything else is a tedious faceroll. In Diablo 2 the boss fight is your reward for getting there. Death can be in any room or area. Running into the wrong mob at the wrong time is the danger. This makes the game stay tense. Grim Dawn had alot of potential but in the end it is an amateurish hack job due to this lazy design philosophy. Like titan quest its depth is only on the surface. I cant wait for whiny dev to shoot me down for posting the obvious.

you really showed them!

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Dude. Get a hobby, like honestly.

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The funniest thing is that the devs have spent more time policing forums and worrying about criticism than they spent balancing their sorry shell of a game.

Yeah, I’m sure D2 got this much balancing/patching done on it over the years. :crazy_face:

You don’t like the game, fair enough. Hope you continue to enjoy D2. Dare you even try D4 I wonder?

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True, Zantai is a tyrannical overlord that polices this forum with an iron fist where every criticism is quickly swept under the rug and the poster goes to a less than desirable place.

And now that i posted this, guess i’m going there.

I’ll say this, posting what you posted on a thread about how GD2 should take some stuff from PoE is next level galaxy brain. Shitting on a game while praising another game in a thread about how the sequel to the bad game should take stuff from a completely different game.

This is how I knew you were actually an amateur comedian working the circuit in LA.

Good one!

knee-slapper-laughing

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Long for the world this thread is not.

Lol

let’s see: Random Disposable Username comes here, posts no substance other than inflammatory nonsense interspersed with personal feelings, and then attempts to pre-empt any criticism by self-fulfilling-prophesizing it’s own ban.

I’d like to know where this exceptionally erroneous train of thought grows so I know what part of earth to give a wide berth.

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op should try doing serious shattered realm runs. there’s a lot of unexpected surprises there that could rival d2-d3-d4’s surprise elite mobs that would put even hardcore grim dawn players in life-or-death mode. and op should also try experimenting with builds so that every gd/tq bosses they encounter wouldn’t be slogfests. there’s a substantial number of speedrunners and hardcore gd/tq players that can easily breeze through even the hardest bosses as their daily routines.

this is the worst feedback I have ever seen

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Oh yes, I remember fondly being trapped in with Duriel and dying repeatedly in my early times. Such fun.

Questions for OP:
Did you play GD Hardcore?
Did you beat any celestials in HC?
Did you recently play D4 and it made you sad?
Does trolling make you feel good?
Are you hitting on Zantai?

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I wish to see the list of GD’s completed achievements on wjm1663’s Steam/GoG/in game profile.

Duchy… Is that you? Madlee coming back and you did not? /s

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D2 was amazing for when it came out, and there’s some great mods for it, but this is amazingly low quality bait. Run a Blizzard sorc, a Tesladin, and any Barbarian (or, heaven forbid, bowazon) through vanilla D2 and let’s see how you feel about its balance.

As for boss fights… anybody else remember dying to Duriel on the load screen? :smiley:

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We must be playing different games in all honesty, i lost count of how many HC characters i lost to random stuff on the game, not just bosses at all. You probably havent even played GD that much to have this opinion.

First off, Grim Dawn is freaking amazing and it engaged me for more than 1,300 hours in the base game and expansions. These guys took Titan Quest and brought it into the current century with great professionalism. They also took into account a lot of quality feedback along the way, which your post certainly is NOT!
Then I discovered the Modding scene and decided to give Reign of Terror a shot due to my disappointment with Diablo 2: Resurrected. According to Steam I now have over 3,100 hours in Grim Dawn. To me that is a testament to how great Grim Dawn is!
Honestly I think there are way more people that love Grim Dawn rather than feeling the way you do. However, feel free to just go away if you don’t like Grim Dawn. We won’t miss you or your negativity…

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Now, okay, I know its still an incendiary topic…

…and no, the thread-split-inducing opener post has no merit whatsoever…

…but there are ideas that sparked to my mind afterwards, the core being that damage types are distinct in diablo 2. Yes, all damage types.

Just before anyone grabs a keyboard in fury, I’ll note that this is about vanilla, 1.0 design, and yes, expansion, 1.10, resurrected, and it’s 2.4, 2.5 etc. patches muddied things.

Damage types

  • Fire is the strongest in terms of raw potential, even more so per mana spent. This is balanced by massive fire resistances across the board in act 4, quartering damage against most monsters.

  • Lightning is random, and that’s all there is to it. Higher highs, lower lows than fire. Originally Lightning Mastery reduced mana cost instead of boosting damage too. Fewer enemies resist lightning than fire, but of course Lightning Enchanted bosses are doubly dangerous.

  • Cold is both more expensive per damage point than fire, and also has a weaker boost in Cold Mastery. It’s unique in that all cold damage slows enemies, and this includes bosses. It’s also unique in that it it affected the least of the three main elements by resistances either inbuilt or via cold enchanted, because cold mastery functions as resistance reduction.

    • (Aside from the sorceress skills, the above holds fairly well for the elemental damage affixes and gems to this day)
  • Fourth is poison, and the uniquenes comes from being a pure over-time type of damage that doesn’t stack on enemies. Sure it’s calculations are esoteric to some degree, but it lending itself to a “cooldown caster” or “hit and run dagger” playstyle sets it away from the others. It also has the utility of canceling monster regeneration by “replacing” it.

  • Magic as a fifth, not much can be said about it other than there being little to no resistance against it offered on most gears. Offense wise it’s limited to the necromancer’s bone spear and spirit, for better or worse.

  • Finally comes physical, which is unique in being based on weapon enhanced damage and player stats (the only damage type to do so), and also the only type of damage that can life steal / mana steal. But also the only type that gets suicidal in melee when Oblivion Knights are present.

now before anyone mentions it, let me reiterate that the expansion with immunities, synergies, runewords, kittable mercenary, then resurrected with it’s sunder charms messed a lot of things up. For example, with Infinity on board, lightning became the most consistent in terms of how much content it can steamroll, and on average dealing the most damage, while Cold is in many ways the least consistent (although it caught up to fire with sunder charms), with fire being in the middle ground with lot of immunes all-round. And yes Iron Maiden was removed from the Oblivion Knights.

Now compare this to fifty shades of Cadenc…

Conversions.

Baiting aside, conversions existed to very limited degree in D2. Fire, Magic, Cold arrows and Lightning Bolt (the crappy one) converted part of the bow / javelin damage to their respective elements, and that was it. Oh and Berserk converted physical to magic. The expansion added Fists of Fire as another form of conversion, but that was about it. Skills like Vengeance and the auras added the elemental damage on top of physical, which remained as a base to leech with.

Yes, the above is only from physical to a single element. Yes Grim Dawn has a whole lot more conversions. Period. It has all the conversions you could ever want.

But what for? What does all this conversion accomplish? Aether to Physical, Elemental to Acid, etc. What’s the difference between the colors of the Forcewave rainbow (missing vitality and acid/poison as of now?) ?

Besides “shiny sparkly colors” and the amount of time Allminoxy is chained to his desk while Zantai stands behind him wondering what to nerf next (for example, he managed to nerf crucible from 6m to 4:00 - 4:40), the main thing is what skills can or can’t be used together while still performing within an expected metric bracket (e.g. 4:00 - 4:40 cr). And what did crate pay for the incredible build variety we enjoy nowadays? Item bloat and a lot of Zantai sessions with spreadsheets. How many primal strike sets do we have that accomplishes the same thing? How many PRM sets, how many Cadence sets? How many Aegis of Menhir sets? How many of them play differently from each other within the same skill? (Okay, for forcewave there are two inbuilt styles to choose from)

But diablo 2 achieved all of this with far less items back upon it’s release.

The reason it worked was because there was no way to scale damage other than skill points (non-physical damage), or weapon damage (physical damage, weapon-based elemental damage), combined the with relevant cast / attack speed. So the same gear could support a multitude of builds that played differently in the sense of piloting, and had different experiences in normal, nightmare and hell.

Important disclaimer here: Yes, it was unbalanced as hell too. Firebolt and icebolt being the absolute most garbage skills until psychic hammer came along are good examples. Also yes some classes had a higher “skill point tax” in their utility skills / one point wonders. Nothing new here, but worth noting.

Conclusion?

I don’t know. Maybe simpler is better. Maybe the fine control that the individual skill/type sets give are better (for fine-tuning balance). Maybe a larger stash or different type of stash would be better. Maybe fewer items to keep track of would be better.

At the moment I’m feeling nostalgic for the way D2 gave each element / type it’s own identity for sure, but at the same time I love how incredibly polished (aside from Korvaak’s Burning-Blade and Putrid necklace conversions regarding pets) and smooth GD is. :apple: :tangerine:

And with that off my chest I can finally start thinking about the acid panetti’s warlock that I left on the drawing table many years ago…

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having death at every corner?what is this a moba?its an arpg,your character progresses,eventualy you build to a point where a random snake mans spit doesnt 1 shot you

how about this,if you have such a boner for death at every corner,just dont hyper optimize your character and i promise you will die at every corner

also there are mods if you wanna play grim souls ring

…borne. GD is in the right time period